Thank you for the modifications. I seem to remember years ago similar warnings about the Wait command and its potential bugginess (truly there are no easy solutions?).
I will try tinkering with the System: Pick options to see if there is more variation I can add to the mix.
EDIT:
I got exactly what I was looking for by using an additional variable, "active" along with a new timer condition, "Activate."
Start of Layout
For Each Enemy
variable active: choose(1,2)
active = 1
Trigger Once
Set timer "Activate" for 1.5 (once)
active = 2
Trigger Once
Set timer "Wait" for 0.0 (once)
On timer "Activate"
set move to 1
plus what you have above.
This gives a more natural random nature to the enemies if there are multiple enemies on-screen at once.
EDIT: This will need more messing around, because I forgot to make the enemies recognize solids. I know I've seen .capx files which have enemies change their paths when colliding with solids, so I'll have to implement something like that.
You can have an event something like
On collision with solid
set enemy angle to GetCurrentAngleofMotion - 180
and fiddle with the timers to get the enemy back into the loop of moving. It will bug out if the enemy is between two solid or skirting along the edge of a solid, so keep on testing.